WebGLRenderer.js 61.3 KB
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import {
	REVISION,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	TriangleFanDrawMode,
	TriangleStripDrawMode,
	TrianglesDrawMode,
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	LinearToneMapping,
	BackSide
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} from '../constants.js';
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import { _Math } from '../math/Math.js';
import { DataTexture } from '../textures/DataTexture.js';
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import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { ShaderLib } from './shaders/ShaderLib.js';
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import { UniformsLib } from './shaders/UniformsLib.js';
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import { cloneUniforms } from './shaders/UniformsUtils.js';
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import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
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import { WebGLAnimation } from './webgl/WebGLAnimation.js';
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import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
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import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
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import { WebGLGeometries } from './webgl/WebGLGeometries.js';
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import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
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import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
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import { WebGLState } from './webgl/WebGLState.js';
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import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
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import { WebGLUtils } from './webgl/WebGLUtils.js';
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import { WebVRManager } from './webvr/WebVRManager.js';
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import { WebXRManager } from './webvr/WebXRManager.js';
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/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
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 * @author tschw
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 */

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function WebGLRenderer( parameters ) {
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	console.log( 'THREE.WebGLRenderer', REVISION );
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	parameters = parameters || {};

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	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
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		_context = parameters.context !== undefined ? parameters.context : null,
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		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
		_depth = parameters.depth !== undefined ? parameters.depth : true,
		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
		_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
		_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
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		_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
		_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
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	var currentRenderList = null;
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	var currentRenderState = null;
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	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

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	// user-defined clipping

	this.clippingPlanes = [];
	this.localClippingEnabled = false;

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	// physically based shading

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	this.gammaFactor = 2.0;	// for backwards compatibility
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	this.gammaInput = false;
	this.gammaOutput = false;

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	// physical lights

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	this.physicallyCorrectLights = false;
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	// tone mapping

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	this.toneMapping = LinearToneMapping;
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	this.toneMappingExposure = 1.0;
	this.toneMappingWhitePoint = 1.0;

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	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// internal properties

	var _this = this,

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		_isContextLost = false,

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		// internal state cache
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		_framebuffer = null,

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		_currentRenderTarget = null,
		_currentFramebuffer = null,
		_currentMaterialId = - 1,
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		// geometry and program caching

		_currentGeometryProgram = {
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			geometry: null,
			program: null,
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			wireframe: false
		},
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		_currentCamera = null,
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		_currentArrayCamera = null,
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		_currentViewport = new Vector4(),
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		_currentScissor = new Vector4(),
		_currentScissorTest = null,
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		//
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		_usedTextureUnits = 0,
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		//
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		_width = _canvas.width,
		_height = _canvas.height,
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		_pixelRatio = 1,
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		_viewport = new Vector4( 0, 0, _width, _height ),
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		_scissor = new Vector4( 0, 0, _width, _height ),
		_scissorTest = false,
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		// frustum
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		_frustum = new Frustum(),
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		// clipping
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		_clipping = new WebGLClipping(),
		_clippingEnabled = false,
		_localClippingEnabled = false,
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		// camera matrices cache
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		_projScreenMatrix = new Matrix4(),
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		_vector3 = new Vector3();
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	function getTargetPixelRatio() {

		return _currentRenderTarget === null ? _pixelRatio : 1;

	}
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	// initialize

	var _gl;

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	try {

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		var contextAttributes = {
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			alpha: _alpha,
			depth: _depth,
			stencil: _stencil,
			antialias: _antialias,
			premultipliedAlpha: _premultipliedAlpha,
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			preserveDrawingBuffer: _preserveDrawingBuffer,
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			powerPreference: _powerPreference
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		};

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		// event listeners must be registered before WebGL context is created, see #12753

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		_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
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		_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
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		if ( _gl === null ) {

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			if ( _canvas.getContext( 'webgl' ) !== null ) {
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				throw new Error( 'Error creating WebGL context with your selected attributes.' );
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			} else {

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				throw new Error( 'Error creating WebGL context.' );
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			}
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		}

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		// Some experimental-webgl implementations do not have getShaderPrecisionFormat

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function () {

				return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

			};

		}

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	} catch ( error ) {

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		console.error( 'THREE.WebGLRenderer: ' + error.message );
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	}

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	var extensions, capabilities, state, info;
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	var properties, textures, attributes, geometries, objects;
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	var programCache, renderLists, renderStates;
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	var background, morphtargets, bufferRenderer, indexedBufferRenderer;
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	var utils;
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	function initGLContext() {
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		extensions = new WebGLExtensions( _gl );
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		capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		if ( ! capabilities.isWebGL2 ) {
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			extensions.get( 'WEBGL_depth_texture' );
			extensions.get( 'OES_texture_float' );
			extensions.get( 'OES_texture_half_float' );
			extensions.get( 'OES_texture_half_float_linear' );
			extensions.get( 'OES_standard_derivatives' );
			extensions.get( 'OES_element_index_uint' );
			extensions.get( 'ANGLE_instanced_arrays' );

		}

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		extensions.get( 'OES_texture_float_linear' );
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		utils = new WebGLUtils( _gl, extensions, capabilities );
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		state = new WebGLState( _gl, extensions, utils, capabilities );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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		info = new WebGLInfo( _gl );
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		properties = new WebGLProperties();
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		textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
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		attributes = new WebGLAttributes( _gl );
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		geometries = new WebGLGeometries( _gl, attributes, info );
		objects = new WebGLObjects( geometries, info );
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		morphtargets = new WebGLMorphtargets( _gl );
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		programCache = new WebGLPrograms( _this, extensions, capabilities );
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		renderLists = new WebGLRenderLists();
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		renderStates = new WebGLRenderStates();
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		background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
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		bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
		indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
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		info.programs = programCache.programs;
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		_this.context = _gl;
		_this.capabilities = capabilities;
		_this.extensions = extensions;
		_this.properties = properties;
		_this.renderLists = renderLists;
		_this.state = state;
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		_this.info = info;
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	}
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	initGLContext();
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	// vr
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	var vr = null;

	if ( typeof navigator !== 'undefined' ) {

		vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );

	}
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	this.vr = vr;
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	// shadow map
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	var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
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	this.shadowMap = shadowMap;
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	// API

	this.getContext = function () {

		return _gl;

	};

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	this.getContextAttributes = function () {

		return _gl.getContextAttributes();

	};

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	this.forceContextLoss = function () {

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		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.loseContext();
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	};

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	this.forceContextRestore = function () {
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		var extension = extensions.get( 'WEBGL_lose_context' );
		if ( extension ) extension.restoreContext();
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	};

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	this.getPixelRatio = function () {

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		return _pixelRatio;
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	};

	this.setPixelRatio = function ( value ) {

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		if ( value === undefined ) return;

		_pixelRatio = value;

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		this.setSize( _width, _height, false );
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	};

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	this.getSize = function () {

		return {
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			width: _width,
			height: _height
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		};

	};

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	this.setSize = function ( width, height, updateStyle ) {
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		if ( vr.isPresenting() ) {
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			console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
			return;

		}

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		_width = width;
		_height = height;

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		_canvas.width = width * _pixelRatio;
		_canvas.height = height * _pixelRatio;
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		if ( updateStyle !== false ) {
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			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';
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		}
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		this.setViewport( 0, 0, width, height );
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	};

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	this.getDrawingBufferSize = function () {

		return {
			width: _width * _pixelRatio,
			height: _height * _pixelRatio
		};

	};

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	this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

		_width = width;
		_height = height;

		_pixelRatio = pixelRatio;

		_canvas.width = width * pixelRatio;
		_canvas.height = height * pixelRatio;

		this.setViewport( 0, 0, width, height );

	};

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	this.getCurrentViewport = function () {
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		return _currentViewport;
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	};

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	this.setViewport = function ( x, y, width, height ) {

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		_viewport.set( x, _height - y - height, width, height );
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		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissor = function ( x, y, width, height ) {
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		_scissor.set( x, _height - y - height, width, height );
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		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
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	};

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	this.setScissorTest = function ( boolean ) {

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		state.setScissorTest( _scissorTest = boolean );
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	};

	// Clearing

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	this.getClearColor = function () {
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		return background.getClearColor();
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	};

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	this.setClearColor = function () {
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		background.setClearColor.apply( background, arguments );
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	};

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	this.getClearAlpha = function () {
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		return background.getClearAlpha();
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	};

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	this.setClearAlpha = function () {
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		background.setClearAlpha.apply( background, arguments );
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	};

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

		_gl.clear( bits );
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	};

	this.clearColor = function () {

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		this.clear( true, false, false );
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	};

	this.clearDepth = function () {

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		this.clear( false, true, false );
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	};

	this.clearStencil = function () {

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		this.clear( false, false, true );
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	};

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	//
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	this.dispose = function () {
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		_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
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		_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
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		renderLists.dispose();
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		renderStates.dispose();
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		properties.dispose();
		objects.dispose();
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		vr.dispose();
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		animation.stop();
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	};

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	// Events
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	function onContextLost( event ) {

		event.preventDefault();

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		console.log( 'THREE.WebGLRenderer: Context Lost.' );
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		_isContextLost = true;

	}

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	function onContextRestore( /* event */ ) {
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		console.log( 'THREE.WebGLRenderer: Context Restored.' );
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		_isContextLost = false;
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		initGLContext();
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	}
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	function onMaterialDispose( event ) {
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		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

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	}
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	// Buffer deallocation

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	function deallocateMaterial( material ) {
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		releaseMaterialProgramReference( material );

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		properties.remove( material );
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	}
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	function releaseMaterialProgramReference( material ) {
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		var programInfo = properties.get( material ).program;
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		material.program = undefined;

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		if ( programInfo !== undefined ) {
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			programCache.releaseProgram( programInfo );
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		}

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	}
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	// Buffer rendering

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	function renderObjectImmediate( object, program ) {
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		object.render( function ( object ) {

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			_this.renderBufferImmediate( object, program );
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		} );

	}

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	this.renderBufferImmediate = function ( object, program ) {
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		state.initAttributes();
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		var buffers = properties.get( object );
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		if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
		if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
		if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
		if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
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		var programAttributes = program.getAttributes();
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		if ( object.hasPositions ) {

605
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
M
Mr.doob 已提交
606
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
607

608 609
			state.enableAttribute( programAttributes.position );
			_gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
610 611 612 613 614

		}

		if ( object.hasNormals ) {

615
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
M
Mr.doob 已提交
616
			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
617

618 619
			state.enableAttribute( programAttributes.normal );
			_gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
620 621 622

		}

623
		if ( object.hasUvs ) {
M
Mr.doob 已提交
624

625
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
M
Mr.doob 已提交
626
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
627

628
			state.enableAttribute( programAttributes.uv );
629
			_gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
630 631 632

		}

633
		if ( object.hasColors ) {
M
Mr.doob 已提交
634

635
			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
M
Mr.doob 已提交
636
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
637

638 639
			state.enableAttribute( programAttributes.color );
			_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
M
Mr.doob 已提交
640 641 642

		}

643
		state.disableUnusedAttributes();
644

M
Mr.doob 已提交
645 646 647 648 649 650
		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

651
	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
652

653
		var frontFaceCW = ( object.isMesh && object.normalMatrix.determinant() < 0 );
654 655

		state.setMaterial( material, frontFaceCW );
M
Mr.doob 已提交
656

M
Mr.doob 已提交
657
		var program = setProgram( camera, fog, material, object );
M
Mr.doob 已提交
658

M
Mr.doob 已提交
659
		var updateBuffers = false;
M
Mr.doob 已提交
660

661 662 663
		if ( _currentGeometryProgram.geometry !== geometry.id ||
			_currentGeometryProgram.program !== program.id ||
			_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
M
Mr.doob 已提交
664

M
Mr.doob 已提交
665 666
			_currentGeometryProgram.geometry = geometry.id;
			_currentGeometryProgram.program = program.id;
667
			_currentGeometryProgram.wireframe = material.wireframe === true;
M
Mr.doob 已提交
668 669 670 671
			updateBuffers = true;

		}

672
		if ( object.morphTargetInfluences ) {
673

674
			morphtargets.update( object, geometry, material, program );
M
Mr.doob 已提交
675 676 677 678 679

			updateBuffers = true;

		}

680 681
		//

682
		var index = geometry.index;
683
		var position = geometry.attributes.position;
684
		var rangeFactor = 1;
685

686 687
		if ( material.wireframe === true ) {

688
			index = geometries.getWireframeAttribute( geometry );
689
			rangeFactor = 2;
690 691 692

		}

M
Mr.doob 已提交
693
		var attribute;
M
Mr.doob 已提交
694
		var renderer = bufferRenderer;
695

696
		if ( index !== null ) {
697

M
Mr.doob 已提交
698
			attribute = attributes.get( index );
699

700
			renderer = indexedBufferRenderer;
M
Mr.doob 已提交
701
			renderer.setIndex( attribute );
702

703
		}
M
Mr.doob 已提交
704

705
		if ( updateBuffers ) {
M
Mr.doob 已提交
706

707
			setupVertexAttributes( material, program, geometry );
M
Mr.doob 已提交
708

709
			if ( index !== null ) {
710

M
Mr.doob 已提交
711
				_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer );
712 713 714

			}

715
		}
716

717 718
		//

719
		var dataCount = Infinity;
720

M
Mr.doob 已提交
721
		if ( index !== null ) {
722

M
Mr.doob 已提交
723
			dataCount = index.count;
724

M
Mr.doob 已提交
725
		} else if ( position !== undefined ) {
726

M
Mr.doob 已提交
727
			dataCount = position.count;
728

M
Mr.doob 已提交
729
		}
730

M
Mr.doob 已提交
731 732
		var rangeStart = geometry.drawRange.start * rangeFactor;
		var rangeCount = geometry.drawRange.count * rangeFactor;
733

M
Mr.doob 已提交
734 735
		var groupStart = group !== null ? group.start * rangeFactor : 0;
		var groupCount = group !== null ? group.count * rangeFactor : Infinity;
736

M
Mr.doob 已提交
737
		var drawStart = Math.max( rangeStart, groupStart );
738
		var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
M
Mr.doob 已提交
739 740 741

		var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

742 743
		if ( drawCount === 0 ) return;

M
Mr.doob 已提交
744
		//
745

746
		if ( object.isMesh ) {
747

748
			if ( material.wireframe === true ) {
749

750
				state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
751
				renderer.setMode( _gl.LINES );
752

753
			} else {
M
Mr.doob 已提交
754 755

				switch ( object.drawMode ) {
756

R
Rich Harris 已提交
757
					case TrianglesDrawMode:
B
Ben Adams 已提交
758 759 760
						renderer.setMode( _gl.TRIANGLES );
						break;

R
Rich Harris 已提交
761
					case TriangleStripDrawMode:
B
Ben Adams 已提交
762 763 764
						renderer.setMode( _gl.TRIANGLE_STRIP );
						break;

R
Rich Harris 已提交
765
					case TriangleFanDrawMode:
B
Ben Adams 已提交
766 767 768 769
						renderer.setMode( _gl.TRIANGLE_FAN );
						break;

				}
770

771
			}
772

773

774
		} else if ( object.isLine ) {
775

776
			var lineWidth = material.linewidth;
777

778
			if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
779

780
			state.setLineWidth( lineWidth * getTargetPixelRatio() );
781

782
			if ( object.isLineSegments ) {
783

784
				renderer.setMode( _gl.LINES );
785

786 787 788 789
			} else if ( object.isLineLoop ) {

				renderer.setMode( _gl.LINE_LOOP );

790
			} else {
791

792
				renderer.setMode( _gl.LINE_STRIP );
793 794

			}
M
Mr.doob 已提交
795

796
		} else if ( object.isPoints ) {
797 798

			renderer.setMode( _gl.POINTS );
799

800 801 802 803
		} else if ( object.isSprite ) {

			renderer.setMode( _gl.TRIANGLES );

804
		}
805

T
Takahiro 已提交
806
		if ( geometry && geometry.isInstancedBufferGeometry ) {
M
Mr.doob 已提交
807 808 809

			if ( geometry.maxInstancedCount > 0 ) {

J
jfranc 已提交
810
				renderer.renderInstances( geometry, drawStart, drawCount );
M
Mr.doob 已提交
811

J
jfranc 已提交
812
			}
813 814 815

		} else {

M
Mr.doob 已提交
816
			renderer.render( drawStart, drawCount );
817

M
Mr.doob 已提交
818 819 820 821
		}

	};

822
	function setupVertexAttributes( material, program, geometry ) {
M
Mr.doob 已提交
823

T
Takahiro 已提交
824
		if ( geometry && geometry.isInstancedBufferGeometry & ! capabilities.isWebGL2 ) {
B
Ben Adams 已提交
825

826
			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
B
Ben Adams 已提交
827

828
				console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
M
Mr.doob 已提交
829
				return;
B
Ben Adams 已提交
830

M
Mr.doob 已提交
831 832 833
			}

		}
B
Ben Adams 已提交
834

835 836
		state.initAttributes();

837
		var geometryAttributes = geometry.attributes;
838

839
		var programAttributes = program.getAttributes();
840

841
		var materialDefaultAttributeValues = material.defaultAttributeValues;
842

843
		for ( var name in programAttributes ) {
844

845
			var programAttribute = programAttributes[ name ];
M
Mr.doob 已提交
846

M
Mr.doob 已提交
847
			if ( programAttribute >= 0 ) {
M
Mr.doob 已提交
848

849
				var geometryAttribute = geometryAttributes[ name ];
850

M
Mr.doob 已提交
851
				if ( geometryAttribute !== undefined ) {
M
Mr.doob 已提交
852

853
					var normalized = geometryAttribute.normalized;
854
					var size = geometryAttribute.itemSize;
855

M
Mr.doob 已提交
856
					var attribute = attributes.get( geometryAttribute );
857

858 859 860 861
					// TODO Attribute may not be available on context restore

					if ( attribute === undefined ) continue;

M
Mr.doob 已提交
862 863 864
					var buffer = attribute.buffer;
					var type = attribute.type;
					var bytesPerElement = attribute.bytesPerElement;
865

A
aardgoose 已提交
866
					if ( geometryAttribute.isInterleavedBufferAttribute ) {
867

M
Mr.doob 已提交
868 869 870 871
						var data = geometryAttribute.data;
						var stride = data.stride;
						var offset = geometryAttribute.offset;

T
Takahiro 已提交
872
						if ( data && data.isInstancedInterleavedBuffer ) {
M
Mr.doob 已提交
873

874
							state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
B
Ben Adams 已提交
875

M
Mr.doob 已提交
876
							if ( geometry.maxInstancedCount === undefined ) {
877

D
dubejf 已提交
878
								geometry.maxInstancedCount = data.meshPerAttribute * data.count;
B
Ben Adams 已提交
879

M
Mr.doob 已提交
880
							}
B
Ben Adams 已提交
881

M
Mr.doob 已提交
882
						} else {
B
Ben Adams 已提交
883

M
Mr.doob 已提交
884
							state.enableAttribute( programAttribute );
B
Ben Adams 已提交
885

M
Mr.doob 已提交
886
						}
B
Ben Adams 已提交
887

M
Mr.doob 已提交
888
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
889
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
B
Ben Adams 已提交
890

M
Mr.doob 已提交
891
					} else {
B
Ben Adams 已提交
892

A
aardgoose 已提交
893
						if ( geometryAttribute.isInstancedBufferAttribute ) {
B
Ben Adams 已提交
894

895
							state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
B
Ben Adams 已提交
896

M
Mr.doob 已提交
897
							if ( geometry.maxInstancedCount === undefined ) {
B
Ben Adams 已提交
898

D
dubejf 已提交
899
								geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
B
Ben Adams 已提交
900

M
Mr.doob 已提交
901
							}
B
Ben Adams 已提交
902

M
Mr.doob 已提交
903 904 905 906
						} else {

							state.enableAttribute( programAttribute );

M
Mr.doob 已提交
907
						}
B
Ben Adams 已提交
908

M
Mr.doob 已提交
909
						_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
910
						_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
M
Mr.doob 已提交
911

B
Ben Adams 已提交
912
					}
M
Mr.doob 已提交
913

914 915
				} else if ( materialDefaultAttributeValues !== undefined ) {

T
tschw 已提交
916
					var value = materialDefaultAttributeValues[ name ];
917

918
					if ( value !== undefined ) {
M
Mr.doob 已提交
919

920
						switch ( value.length ) {
M
Mr.doob 已提交
921

922 923 924
							case 2:
								_gl.vertexAttrib2fv( programAttribute, value );
								break;
M
Mr.doob 已提交
925

926 927 928
							case 3:
								_gl.vertexAttrib3fv( programAttribute, value );
								break;
M
Mr.doob 已提交
929

930 931 932
							case 4:
								_gl.vertexAttrib4fv( programAttribute, value );
								break;
933

934 935
							default:
								_gl.vertexAttrib1fv( programAttribute, value );
936 937

						}
M
Mr.doob 已提交
938 939 940 941 942 943 944 945

					}

				}

			}

		}
946

947
		state.disableUnusedAttributes();
948

M
Mr.doob 已提交
949 950
	}

M
Mr.doob 已提交
951
	// Compile
M
Mr.doob 已提交
952

M
Mr.doob 已提交
953
	this.compile = function ( scene, camera ) {
954

M
Mr.doob 已提交
955
		currentRenderState = renderStates.get( scene, camera );
956
		currentRenderState.init();
957

M
Mr.doob 已提交
958
		scene.traverse( function ( object ) {
G
gero3 已提交
959 960

			if ( object.isLight ) {
M
Mr.doob 已提交
961

962
				currentRenderState.pushLight( object );
963 964 965

				if ( object.castShadow ) {

966
					currentRenderState.pushShadow( object );
967 968

				}
M
Mr.doob 已提交
969

G
gero3 已提交
970
			}
M
Mr.doob 已提交
971 972 973

		} );

974
		currentRenderState.setupLights( camera );
M
Mr.doob 已提交
975 976 977 978 979

		scene.traverse( function ( object ) {

			if ( object.material ) {

G
gero3 已提交
980
				if ( Array.isArray( object.material ) ) {
M
Mr.doob 已提交
981

G
gero3 已提交
982
					for ( var i = 0; i < object.material.length; i ++ ) {
M
Mr.doob 已提交
983 984 985

						initMaterial( object.material[ i ], scene.fog, object );

G
gero3 已提交
986
					}
M
Mr.doob 已提交
987

G
gero3 已提交
988
				} else {
M
Mr.doob 已提交
989 990 991

					initMaterial( object.material, scene.fog, object );

G
gero3 已提交
992
				}
M
Mr.doob 已提交
993

G
gero3 已提交
994
			}
M
Mr.doob 已提交
995 996

		} );
G
gero3 已提交
997 998

	};
999

1000
	// Animation Loop
M
Mr.doob 已提交
1001

M
Mr.doob 已提交
1002
	var onAnimationFrameCallback = null;
1003

1004
	function onAnimationFrame( time ) {
1005

M
Mr.doob 已提交
1006
		if ( vr.isPresenting() ) return;
1007
		if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
1008

1009
	}
1010

M
Mr.doob 已提交
1011 1012
	var animation = new WebGLAnimation();
	animation.setAnimationLoop( onAnimationFrame );
1013 1014

	if ( typeof window !== 'undefined' ) animation.setContext( window );
1015

1016
	this.setAnimationLoop = function ( callback ) {
1017

M
Mr.doob 已提交
1018 1019
		onAnimationFrameCallback = callback;
		vr.setAnimationLoop( callback );
1020

1021 1022
		animation.start();

1023 1024
	};

M
Mr.doob 已提交
1025 1026 1027
	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {
1028

0
06wj 已提交
1029
		if ( ! ( camera && camera.isCamera ) ) {
M
Mr.doob 已提交
1030

1031
			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
M
Mr.doob 已提交
1032 1033 1034 1035
			return;

		}

1036 1037
		if ( _isContextLost ) return;

M
Mr.doob 已提交
1038 1039
		// reset caching for this frame

M
Mr.doob 已提交
1040 1041
		_currentGeometryProgram.geometry = null;
		_currentGeometryProgram.program = null;
1042
		_currentGeometryProgram.wireframe = false;
1043
		_currentMaterialId = - 1;
1044
		_currentCamera = null;
M
Mr.doob 已提交
1045 1046 1047

		// update scene graph

1048
		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
M
Mr.doob 已提交
1049 1050 1051

		// update camera matrices and frustum

1052
		if ( camera.parent === null ) camera.updateMatrixWorld();
M
Mr.doob 已提交
1053

1054 1055 1056 1057 1058 1059
		if ( vr.enabled ) {

			camera = vr.getCamera( camera );

		}

1060 1061
		//

1062 1063
		currentRenderState = renderStates.get( scene, camera );
		currentRenderState.init();
1064

1065 1066
		scene.onBeforeRender( _this, scene, camera, renderTarget );

M
Mr.doob 已提交
1067 1068 1069
		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

T
tschw 已提交
1070
		_localClippingEnabled = this.localClippingEnabled;
M
Mr.doob 已提交
1071
		_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
T
tschw 已提交
1072

1073 1074 1075
		currentRenderList = renderLists.get( scene, camera );
		currentRenderList.init();

1076
		projectObject( scene, camera, 0, _this.sortObjects );
M
Mr.doob 已提交
1077

M
Mr.doob 已提交
1078
		if ( _this.sortObjects === true ) {
1079

1080
			currentRenderList.sort();
M
Mr.doob 已提交
1081

1082 1083
		}

M
Mr.doob 已提交
1084
		//
M
Mr.doob 已提交
1085

T
tschw 已提交
1086
		if ( _clippingEnabled ) _clipping.beginShadows();
T
tschw 已提交
1087

1088
		var shadowsArray = currentRenderState.state.shadowsArray;
1089

1090
		shadowMap.render( shadowsArray, scene, camera );
1091

1092
		currentRenderState.setupLights( camera );
1093

T
tschw 已提交
1094
		if ( _clippingEnabled ) _clipping.endShadows();
T
tschw 已提交
1095

M
Mr.doob 已提交
1096 1097
		//

A
Atrahasis 已提交
1098
		if ( this.info.autoReset ) this.info.reset();
M
Mr.doob 已提交
1099

1100 1101 1102 1103 1104 1105
		if ( renderTarget === undefined ) {

			renderTarget = null;

		}

M
Mr.doob 已提交
1106 1107
		this.setRenderTarget( renderTarget );

M
Mr.doob 已提交
1108 1109
		//

1110
		background.render( currentRenderList, scene, camera, forceClear );
M
Mr.doob 已提交
1111

1112
		// render scene
M
Mr.doob 已提交
1113

1114 1115 1116
		var opaqueObjects = currentRenderList.opaque;
		var transparentObjects = currentRenderList.transparent;

M
Mr.doob 已提交
1117 1118
		if ( scene.overrideMaterial ) {

1119
			var overrideMaterial = scene.overrideMaterial;
M
Mr.doob 已提交
1120

M
Mr.doob 已提交
1121 1122
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
1123

M
Mr.doob 已提交
1124 1125
		} else {

1126 1127
			// opaque pass (front-to-back order)

M
Mr.doob 已提交
1128
			if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
1129 1130 1131

			// transparent pass (back-to-front order)

M
Mr.doob 已提交
1132
			if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
M
Mr.doob 已提交
1133

1134
		}
M
Mr.doob 已提交
1135 1136 1137

		// Generate mipmap if we're using any kind of mipmap filtering

M
Mr.doob 已提交
1138 1139
		if ( renderTarget ) {

1140
			textures.updateRenderTargetMipmap( renderTarget );
M
Mr.doob 已提交
1141 1142 1143

		}

1144
		// Ensure depth buffer writing is enabled so it can be cleared on next render
M
Mr.doob 已提交
1145

1146 1147 1148
		state.buffers.depth.setTest( true );
		state.buffers.depth.setMask( true );
		state.buffers.color.setMask( true );
M
Mr.doob 已提交
1149

1150
		state.setPolygonOffset( false );
1151

1152
		scene.onAfterRender( _this, scene, camera );
1153

M
Mr.doob 已提交
1154
		if ( vr.enabled ) {
1155

1156
			vr.submitFrame();
1157

M
Mr.doob 已提交
1158
		}
M
Mr.doob 已提交
1159

M
Mr.doob 已提交
1160 1161
		// _gl.finish();

1162
		currentRenderList = null;
1163
		currentRenderState = null;
1164

M
Mr.doob 已提交
1165
	};
M
Mr.doob 已提交
1166

1167
	function projectObject( object, camera, groupOrder, sortObjects ) {
M
Mr.doob 已提交
1168

1169
		if ( object.visible === false ) return;
M
Mr.doob 已提交
1170

1171
		var visible = object.layers.test( camera.layers );
M
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1172

1173
		if ( visible ) {
1174

1175 1176 1177 1178 1179
			if ( object.isGroup ) {

				groupOrder = object.renderOrder;

			} else if ( object.isLight ) {
M
Mr.doob 已提交
1180

1181
				currentRenderState.pushLight( object );
1182 1183 1184

				if ( object.castShadow ) {

1185
					currentRenderState.pushShadow( object );
1186 1187

				}
M
Mr.doob 已提交
1188

1189
			} else if ( object.isSprite ) {
M
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1190

1191
				if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
1192

1193 1194 1195 1196 1197 1198 1199 1200 1201 1202
					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}

					var geometry = objects.update( object );
					var material = object.material;

1203
					currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
M
Mr.doob 已提交
1204

1205
				}
M
Mr.doob 已提交
1206

1207
			} else if ( object.isImmediateRenderObject ) {
M
Mr.doob 已提交
1208

1209
				if ( sortObjects ) {
M
Mr.doob 已提交
1210

1211 1212
					_vector3.setFromMatrixPosition( object.matrixWorld )
						.applyMatrix4( _projScreenMatrix );
M
Mr.doob 已提交
1213

1214
				}
M
Mr.doob 已提交
1215

1216
				currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
1217

1218
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
1219

1220
				if ( object.isSkinnedMesh ) {
1221

1222
					object.skeleton.update();
1223

1224
				}
1225

1226
				if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
1227

1228 1229 1230 1231 1232 1233
					if ( sortObjects ) {

						_vector3.setFromMatrixPosition( object.matrixWorld )
							.applyMatrix4( _projScreenMatrix );

					}
1234

1235 1236
					var geometry = objects.update( object );
					var material = object.material;
1237

1238
					if ( Array.isArray( material ) ) {
1239

1240
						var groups = geometry.groups;
1241

1242
						for ( var i = 0, l = groups.length; i < l; i ++ ) {
M
Mr.doob 已提交
1243

1244 1245
							var group = groups[ i ];
							var groupMaterial = material[ group.materialIndex ];
1246

1247
							if ( groupMaterial && groupMaterial.visible ) {
1248

1249
								currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
1250 1251

							}
M
Mr.doob 已提交
1252

M
Mr.doob 已提交
1253
						}
M
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1254

1255
					} else if ( material.visible ) {
1256

1257
						currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
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OpenShift guest 已提交
1258

1259
					}
M
Mr.doob 已提交
1260

1261
				}
M
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1262

1263
			}
M
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1264

M
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1265
		}
M
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1266

M
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1267
		var children = object.children;
M
Mr.doob 已提交
1268

M
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1269 1270
		for ( var i = 0, l = children.length; i < l; i ++ ) {

1271
			projectObject( children[ i ], camera, groupOrder, sortObjects );
M
Mr.doob 已提交
1272

1273
		}
1274

1275
	}
M
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1276

1277
	function renderObjects( renderList, scene, camera, overrideMaterial ) {
M
Mr.doob 已提交
1278

M
Mr.doob 已提交
1279
		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
M
Mr.doob 已提交
1280

1281
			var renderItem = renderList[ i ];
M
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1282

1283
			var object = renderItem.object;
M
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1284 1285 1286
			var geometry = renderItem.geometry;
			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
			var group = renderItem.group;
M
Mr.doob 已提交
1287

M
Mr.doob 已提交
1288
			if ( camera.isArrayCamera ) {
M
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1289

1290 1291
				_currentArrayCamera = camera;

M
Mr.doob 已提交
1292
				var cameras = camera.cameras;
M
Mr.doob 已提交
1293

M
Mr.doob 已提交
1294
				for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
M
Mr.doob 已提交
1295

M
Mr.doob 已提交
1296
					var camera2 = cameras[ j ];
M
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1297

1298
					if ( object.layers.test( camera2.layers ) ) {
1299

M
Mr.doob 已提交
1300 1301 1302 1303 1304 1305 1306
						if ( 'viewport' in camera2 ) { // XR

							state.viewport( _currentViewport.copy( camera2.viewport ) );

						} else {

							var bounds = camera2.bounds;
1307

M
Mr.doob 已提交
1308 1309 1310 1311
							var x = bounds.x * _width;
							var y = bounds.y * _height;
							var width = bounds.z * _width;
							var height = bounds.w * _height;
M
Mr.doob 已提交
1312

M
Mr.doob 已提交
1313 1314 1315
							state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );

						}
1316

1317 1318
						currentRenderState.setupLights( camera2 );

1319 1320 1321
						renderObject( object, scene, camera2, geometry, material, group );

					}
M
Mr.doob 已提交
1322

M
Mr.doob 已提交
1323
				}
1324

M
Mr.doob 已提交
1325
			} else {
M
Mr.doob 已提交
1326

1327 1328
				_currentArrayCamera = null;

M
Mr.doob 已提交
1329
				renderObject( object, scene, camera, geometry, material, group );
M
Mr.doob 已提交
1330

M
Mr.doob 已提交
1331
			}
M
Mr.doob 已提交
1332

1333
		}
M
Mr.doob 已提交
1334

1335
	}
G
gero3 已提交
1336

M
Mr.doob 已提交
1337 1338
	function renderObject( object, scene, camera, geometry, material, group ) {

M
Mugen87 已提交
1339
		object.onBeforeRender( _this, scene, camera, geometry, material, group );
1340
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
1341

M
Mr.doob 已提交
1342 1343 1344 1345 1346
		object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

		if ( object.isImmediateRenderObject ) {

1347
			state.setMaterial( material );
M
Mr.doob 已提交
1348 1349 1350

			var program = setProgram( camera, scene.fog, material, object );

M
Mr.doob 已提交
1351 1352
			_currentGeometryProgram.geometry = null;
			_currentGeometryProgram.program = null;
1353
			_currentGeometryProgram.wireframe = false;
M
Mr.doob 已提交
1354

M
Mr.doob 已提交
1355
			renderObjectImmediate( object, program );
M
Mr.doob 已提交
1356 1357 1358

		} else {

M
Mugen87 已提交
1359
			_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
M
Mr.doob 已提交
1360 1361 1362

		}

M
Mr.doob 已提交
1363
		object.onAfterRender( _this, scene, camera, geometry, material, group );
1364
		currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
M
Mr.doob 已提交
1365

M
Mr.doob 已提交
1366 1367
	}

1368
	function initMaterial( material, fog, object ) {
M
Mr.doob 已提交
1369

1370
		var materialProperties = properties.get( material );
G
gero3 已提交
1371

1372 1373
		var lights = currentRenderState.state.lights;
		var shadowsArray = currentRenderState.state.shadowsArray;
1374

M
Mr.doob 已提交
1375 1376 1377
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1378
		var parameters = programCache.getParameters(
1379
			material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
T
tschw 已提交
1380

G
gero3 已提交
1381
		var code = programCache.getProgramCode( material, parameters );
G
gero3 已提交
1382

1383
		var program = materialProperties.program;
T
tschw 已提交
1384
		var programChange = true;
1385

1386
		if ( program === undefined ) {
B
Ben Adams 已提交
1387

M
Mr.doob 已提交
1388 1389
			// new material
			material.addEventListener( 'dispose', onMaterialDispose );
B
Ben Adams 已提交
1390

1391
		} else if ( program.code !== code ) {
B
Ben Adams 已提交
1392

M
Mr.doob 已提交
1393
			// changed glsl or parameters
1394
			releaseMaterialProgramReference( material );
B
Ben Adams 已提交
1395

M
Mr.doob 已提交
1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410
		} else if ( lightsHash.stateID !== lightsStateHash.stateID ||
			lightsHash.directionalLength !== lightsStateHash.directionalLength ||
			lightsHash.pointLength !== lightsStateHash.pointLength ||
			lightsHash.spotLength !== lightsStateHash.spotLength ||
			lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
			lightsHash.hemiLength !== lightsStateHash.hemiLength ||
			lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {

			lightsHash.stateID = lightsStateHash.stateID;
			lightsHash.directionalLength = lightsStateHash.directionalLength;
			lightsHash.pointLength = lightsStateHash.pointLength;
			lightsHash.spotLength = lightsStateHash.spotLength;
			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
			lightsHash.hemiLength = lightsStateHash.hemiLength;
			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1411 1412 1413

			programChange = false;

G
gero3 已提交
1414
		} else if ( parameters.shaderID !== undefined ) {
B
Ben Adams 已提交
1415

T
tschw 已提交
1416
			// same glsl and uniform list
T
tschw 已提交
1417 1418
			return;

T
tschw 已提交
1419
		} else {
B
Ben Adams 已提交
1420

T
tschw 已提交
1421 1422
			// only rebuild uniform list
			programChange = false;
B
Ben Adams 已提交
1423 1424 1425

		}

1426
		if ( programChange ) {
B
Ben Adams 已提交
1427

1428
			if ( parameters.shaderID ) {
B
Ben Adams 已提交
1429

R
Rich Harris 已提交
1430
				var shader = ShaderLib[ parameters.shaderID ];
B
Ben Adams 已提交
1431

1432
				materialProperties.shader = {
1433
					name: material.type,
M
Mr.doob 已提交
1434
					uniforms: cloneUniforms( shader.uniforms ),
1435
					vertexShader: shader.vertexShader,
1436
					fragmentShader: shader.fragmentShader
1437
				};
B
Ben Adams 已提交
1438

1439
			} else {
B
Ben Adams 已提交
1440

1441
				materialProperties.shader = {
1442 1443 1444
					name: material.type,
					uniforms: material.uniforms,
					vertexShader: material.vertexShader,
1445
					fragmentShader: material.fragmentShader
1446
				};
G
gero3 已提交
1447

1448
			}
G
gero3 已提交
1449

1450
			material.onBeforeCompile( materialProperties.shader, _this );
G
gero3 已提交
1451

1452
			// Computing code again as onBeforeCompile may have changed the shaders
1453 1454
			code = programCache.getProgramCode( material, parameters );

1455
			program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
B
Ben Adams 已提交
1456

1457 1458
			materialProperties.program = program;
			material.program = program;
1459 1460 1461

		}

1462
		var programAttributes = program.getAttributes();
M
Mr.doob 已提交
1463 1464 1465 1466 1467

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

1468
			for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
M
Mr.doob 已提交
1469

1470
				if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
M
Mr.doob 已提交
1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

M
Mr.doob 已提交
1484
			for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
M
Mr.doob 已提交
1485

1486
				if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
M
Mr.doob 已提交
1487 1488 1489 1490 1491 1492 1493 1494 1495

					material.numSupportedMorphNormals ++;

				}

			}

		}

1496
		var uniforms = materialProperties.shader.uniforms;
T
tschw 已提交
1497

1498
		if ( ! material.isShaderMaterial &&
1499 1500
			! material.isRawShaderMaterial ||
			material.clipping === true ) {
T
tschw 已提交
1501

T
tschw 已提交
1502
			materialProperties.numClippingPlanes = _clipping.numPlanes;
1503
			materialProperties.numIntersection = _clipping.numIntersection;
T
tschw 已提交
1504
			uniforms.clippingPlanes = _clipping.uniform;
T
tschw 已提交
1505 1506 1507

		}

1508
		materialProperties.fog = fog;
1509

1510
		// store the light setup it was created for
M
Mr.doob 已提交
1511
		if ( lightsHash === undefined ) {
1512

M
Mr.doob 已提交
1513
			materialProperties.lightsHash = lightsHash = {};
1514 1515 1516

		}

M
Mr.doob 已提交
1517 1518 1519 1520 1521 1522 1523
		lightsHash.stateID = lightsStateHash.stateID;
		lightsHash.directionalLength = lightsStateHash.directionalLength;
		lightsHash.pointLength = lightsStateHash.pointLength;
		lightsHash.spotLength = lightsStateHash.spotLength;
		lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
		lightsHash.hemiLength = lightsStateHash.hemiLength;
		lightsHash.shadowsLength = lightsStateHash.shadowsLength;
1524

M
Mr.doob 已提交
1525
		if ( material.lights ) {
1526 1527 1528

			// wire up the material to this renderer's lighting state

1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541
			uniforms.ambientLightColor.value = lights.state.ambient;
			uniforms.directionalLights.value = lights.state.directional;
			uniforms.spotLights.value = lights.state.spot;
			uniforms.rectAreaLights.value = lights.state.rectArea;
			uniforms.pointLights.value = lights.state.point;
			uniforms.hemisphereLights.value = lights.state.hemi;

			uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
			uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
			uniforms.spotShadowMap.value = lights.state.spotShadowMap;
			uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
			uniforms.pointShadowMap.value = lights.state.pointShadowMap;
			uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
1542
			// TODO (abelnation): add area lights shadow info to uniforms
1543

1544 1545
		}

T
tschw 已提交
1546 1547
		var progUniforms = materialProperties.program.getUniforms(),
			uniformsList =
1548
				WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
A
arose 已提交
1549

T
tschw 已提交
1550
		materialProperties.uniformsList = uniformsList;
A
arose 已提交
1551

M
Mr.doob 已提交
1552
	}
M
Mr.doob 已提交
1553

1554
	function setProgram( camera, fog, material, object ) {
M
Mr.doob 已提交
1555 1556 1557

		_usedTextureUnits = 0;

1558
		var materialProperties = properties.get( material );
1559
		var lights = currentRenderState.state.lights;
1560

M
Mr.doob 已提交
1561 1562 1563
		var lightsHash = materialProperties.lightsHash;
		var lightsStateHash = lights.state.hash;

T
tschw 已提交
1564 1565 1566 1567 1568
		if ( _clippingEnabled ) {

			if ( _localClippingEnabled || camera !== _currentCamera ) {

				var useCache =
1569 1570
					camera === _currentCamera &&
					material.id === _currentMaterialId;
T
tschw 已提交
1571 1572 1573 1574

				// we might want to call this function with some ClippingGroup
				// object instead of the material, once it becomes feasible
				// (#8465, #8379)
T
tschw 已提交
1575
				_clipping.setState(
1576 1577
					material.clippingPlanes, material.clipIntersection, material.clipShadows,
					camera, materialProperties, useCache );
T
tschw 已提交
1578 1579 1580 1581 1582

			}

		}

1583
		if ( material.needsUpdate === false ) {
1584

1585
			if ( materialProperties.program === undefined ) {
1586

1587
				material.needsUpdate = true;
1588

1589
			} else if ( material.fog && materialProperties.fog !== fog ) {
1590

M
Mr.doob 已提交
1591
				material.needsUpdate = true;
1592

M
Mr.doob 已提交
1593 1594 1595 1596 1597 1598 1599
			} else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID ||
				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
				lightsHash.pointLength !== lightsStateHash.pointLength ||
				lightsHash.spotLength !== lightsStateHash.spotLength ||
				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
1600

1601
				material.needsUpdate = true;
1602

1603
			} else if ( materialProperties.numClippingPlanes !== undefined &&
1604
				( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
M
Mr.doob 已提交
1605
				materialProperties.numIntersection !== _clipping.numIntersection ) ) {
1606 1607 1608

				material.needsUpdate = true;

1609
			}
1610 1611 1612 1613

		}

		if ( material.needsUpdate ) {
M
Mr.doob 已提交
1614

1615
			initMaterial( material, fog, object );
M
Mr.doob 已提交
1616 1617 1618 1619
			material.needsUpdate = false;

		}

1620
		var refreshProgram = false;
M
Mr.doob 已提交
1621
		var refreshMaterial = false;
1622
		var refreshLights = false;
M
Mr.doob 已提交
1623

1624
		var program = materialProperties.program,
1625
			p_uniforms = program.getUniforms(),
1626
			m_uniforms = materialProperties.shader.uniforms;
M
Mr.doob 已提交
1627

1628
		if ( state.useProgram( program.program ) ) {
M
Mr.doob 已提交
1629

1630
			refreshProgram = true;
M
Mr.doob 已提交
1631
			refreshMaterial = true;
1632
			refreshLights = true;
M
Mr.doob 已提交
1633 1634 1635 1636 1637 1638

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
1639

M
Mr.doob 已提交
1640 1641 1642 1643
			refreshMaterial = true;

		}

1644
		if ( refreshProgram || _currentCamera !== camera ) {
M
Mr.doob 已提交
1645

M
Mr.doob 已提交
1646
			p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
M
Mr.doob 已提交
1647

G
gero3 已提交
1648
			if ( capabilities.logarithmicDepthBuffer ) {
1649

T
tschw 已提交
1650
				p_uniforms.setValue( _gl, 'logDepthBufFC',
1651
					2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
1652 1653 1654

			}

1655
			if ( _currentCamera !== camera ) {
1656

1657
				_currentCamera = camera;
1658 1659 1660 1661 1662 1663

				// lighting uniforms depend on the camera so enforce an update
				// now, in case this material supports lights - or later, when
				// the next material that does gets activated:

				refreshMaterial = true;		// set to true on material change
T
tschw 已提交
1664
				refreshLights = true;		// remains set until update done
1665 1666

			}
M
Mr.doob 已提交
1667

1668 1669 1670
			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

1671
			if ( material.isShaderMaterial ||
1672 1673 1674
				material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial ||
				material.envMap ) {
1675

T
tschw 已提交
1676 1677 1678
				var uCamPos = p_uniforms.map.cameraPosition;

				if ( uCamPos !== undefined ) {
1679

T
tschw 已提交
1680
					uCamPos.setValue( _gl,
1681
						_vector3.setFromMatrixPosition( camera.matrixWorld ) );
1682 1683 1684 1685 1686

				}

			}

1687
			if ( material.isMeshPhongMaterial ||
1688 1689 1690 1691
				material.isMeshLambertMaterial ||
				material.isMeshBasicMaterial ||
				material.isMeshStandardMaterial ||
				material.isShaderMaterial ||
1692
				material.skinning ) {
1693

T
tschw 已提交
1694
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
1695 1696 1697

			}

M
Mr.doob 已提交
1698 1699 1700 1701 1702 1703
		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

1704
		if ( material.skinning ) {
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1705

T
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1706 1707
			p_uniforms.setOptional( _gl, object, 'bindMatrix' );
			p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
1708

T
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1709
			var skeleton = object.skeleton;
1710

T
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1711
			if ( skeleton ) {
1712

1713 1714
				var bones = skeleton.bones;

1715
				if ( capabilities.floatVertexTextures ) {
M
Mr.doob 已提交
1716

1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727
					if ( skeleton.boneTexture === undefined ) {

						// layout (1 matrix = 4 pixels)
						//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
						//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
						//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
						//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
						//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


						var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
1728
						size = _Math.ceilPowerOfTwo( size );
1729 1730 1731 1732 1733 1734
						size = Math.max( size, 4 );

						var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
						boneMatrices.set( skeleton.boneMatrices ); // copy current values

						var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
1735
						boneTexture.needsUpdate = true;
1736 1737 1738 1739 1740 1741 1742

						skeleton.boneMatrices = boneMatrices;
						skeleton.boneTexture = boneTexture;
						skeleton.boneTextureSize = size;

					}

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1743 1744
					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
					p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
M
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1745

T
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1746
				} else {
M
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1747

T
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1748
					p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
M
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1749 1750 1751 1752 1753 1754 1755 1756 1757

				}

			}

		}

		if ( refreshMaterial ) {

1758 1759 1760
			p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
			p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );

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1761
			if ( material.lights ) {
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1762

1763
				// the current material requires lighting info
M
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1764

T
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1765 1766 1767 1768 1769 1770
				// note: all lighting uniforms are always set correctly
				// they simply reference the renderer's state for their
				// values
				//
				// use the current material's .needsUpdate flags to set
				// the GL state when required
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1771

T
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1772
				markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
G
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1773

T
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1774
			}
G
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1775

T
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1776
			// refresh uniforms common to several materials
G
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1777

T
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1778
			if ( fog && material.fog ) {
G
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1779

T
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1780
				refreshUniformsFog( m_uniforms, fog );
M
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1781 1782 1783

			}

1784
			if ( material.isMeshBasicMaterial ) {
M
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1785 1786 1787

				refreshUniformsCommon( m_uniforms, material );

1788
			} else if ( material.isMeshLambertMaterial ) {
M
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1789

1790 1791
				refreshUniformsCommon( m_uniforms, material );
				refreshUniformsLambert( m_uniforms, material );
M
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1792

1793
			} else if ( material.isMeshPhongMaterial ) {
M
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1794

1795
				refreshUniformsCommon( m_uniforms, material );
M
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1796

1797
				if ( material.isMeshToonMaterial ) {
M
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1798

1799
					refreshUniformsToon( m_uniforms, material );
M
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1800

1801
				} else {
1802

1803
					refreshUniformsPhong( m_uniforms, material );
1804

1805
				}
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1806

1807
			} else if ( material.isMeshStandardMaterial ) {
T
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1808

1809
				refreshUniformsCommon( m_uniforms, material );
1810

1811
				if ( material.isMeshPhysicalMaterial ) {
1812

1813
					refreshUniformsPhysical( m_uniforms, material );
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1814

1815
				} else {
W
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1816

1817
					refreshUniformsStandard( m_uniforms, material );
W
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1818

1819
				}
W
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1820

W
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1821 1822 1823 1824 1825 1826
			} else if ( material.isMeshMatcapMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

				refreshUniformsMatcap( m_uniforms, material );

1827
			} else if ( material.isMeshDepthMaterial ) {
M
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1828

1829
				refreshUniformsCommon( m_uniforms, material );
W
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1830
				refreshUniformsDepth( m_uniforms, material );
1831

W
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1832
			} else if ( material.isMeshDistanceMaterial ) {
1833

1834
				refreshUniformsCommon( m_uniforms, material );
W
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1835
				refreshUniformsDistance( m_uniforms, material );
1836

1837
			} else if ( material.isMeshNormalMaterial ) {
M
Mr.doob 已提交
1838

1839
				refreshUniformsCommon( m_uniforms, material );
1840
				refreshUniformsNormal( m_uniforms, material );
M
Mr.doob 已提交
1841

1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855
			} else if ( material.isLineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

				if ( material.isLineDashedMaterial ) {

					refreshUniformsDash( m_uniforms, material );

				}

			} else if ( material.isPointsMaterial ) {

				refreshUniformsPoints( m_uniforms, material );

1856 1857 1858 1859
			} else if ( material.isSpriteMaterial ) {

				refreshUniformsSprites( m_uniforms, material );

1860 1861 1862 1863 1864
			} else if ( material.isShadowMaterial ) {

				m_uniforms.color.value = material.color;
				m_uniforms.opacity.value = material.opacity;

M
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1865 1866
			}

M
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1867 1868 1869
			// RectAreaLight Texture
			// TODO (mrdoob): Find a nicer implementation

1870 1871
			if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
			if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
M
Mr.doob 已提交
1872

1873
			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
A
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1874 1875 1876

		}

1877 1878 1879 1880 1881 1882
		if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

			WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this );
			material.uniformsNeedUpdate = false;

		}
M
Mr.doob 已提交
1883

1884 1885 1886 1887 1888 1889
		if ( material.isSpriteMaterial ) {

			p_uniforms.setValue( _gl, 'center', object.center );

		}

T
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1890
		// common matrices
M
Mr.doob 已提交
1891

M
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1892 1893
		p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
		p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
T
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1894
		p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
A
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1895

T
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1896
		return program;
A
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1897 1898 1899

	}

M
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1900 1901
	// Uniforms (refresh uniforms objects)

M
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1902
	function refreshUniformsCommon( uniforms, material ) {
M
Mr.doob 已提交
1903 1904 1905

		uniforms.opacity.value = material.opacity;

1906 1907 1908 1909 1910
		if ( material.color ) {

			uniforms.diffuse.value = material.color;

		}
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1911

1912
		if ( material.emissive ) {
M
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1913

1914
			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
M
Mr.doob 已提交
1915 1916 1917

		}

1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943
		if ( material.map ) {

			uniforms.map.value = material.map;

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

		}

		if ( material.envMap ) {

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
0
06wj 已提交
1944
			uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
1945 1946 1947 1948

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

1949
			uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
1950

1951
		}
M
Mr.doob 已提交
1952

1953 1954 1955 1956 1957 1958 1959
		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

		}

1960
		if ( material.aoMap ) {
1961

1962 1963
			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;
1964 1965 1966

		}

M
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1967
		// uv repeat and offset setting priorities
M
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1968 1969 1970 1971 1972
		// 1. color map
		// 2. specular map
		// 3. normal map
		// 4. bump map
		// 5. alpha map
1973
		// 6. emissive map
M
Mr.doob 已提交
1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

1985 1986 1987 1988
		} else if ( material.displacementMap ) {

			uvScaleMap = material.displacementMap;

M
Mr.doob 已提交
1989 1990 1991 1992 1993 1994 1995 1996
		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

1997 1998 1999 2000 2001 2002 2003 2004
		} else if ( material.roughnessMap ) {

			uvScaleMap = material.roughnessMap;

		} else if ( material.metalnessMap ) {

			uvScaleMap = material.metalnessMap;

2005 2006 2007 2008
		} else if ( material.alphaMap ) {

			uvScaleMap = material.alphaMap;

2009 2010 2011 2012
		} else if ( material.emissiveMap ) {

			uvScaleMap = material.emissiveMap;

M
Mr.doob 已提交
2013 2014 2015 2016
		}

		if ( uvScaleMap !== undefined ) {

2017
			// backwards compatibility
2018
			if ( uvScaleMap.isWebGLRenderTarget ) {
M
Mr.doob 已提交
2019 2020 2021 2022 2023

				uvScaleMap = uvScaleMap.texture;

			}

W
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2024
			if ( uvScaleMap.matrixAutoUpdate === true ) {
M
Mr.doob 已提交
2025

W
WestLangley 已提交
2026
				uvScaleMap.updateMatrix();
M
Mr.doob 已提交
2027

W
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2028
			}
2029

2030
			uniforms.uvTransform.value.copy( uvScaleMap.matrix );
M
Mr.doob 已提交
2031 2032 2033

		}

M
Mr.doob 已提交
2034
	}
M
Mr.doob 已提交
2035

M
Mr.doob 已提交
2036
	function refreshUniformsLine( uniforms, material ) {
M
Mr.doob 已提交
2037 2038 2039 2040

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;

M
Mr.doob 已提交
2041
	}
M
Mr.doob 已提交
2042

M
Mr.doob 已提交
2043
	function refreshUniformsDash( uniforms, material ) {
M
Mr.doob 已提交
2044 2045 2046 2047 2048

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

M
Mr.doob 已提交
2049
	}
M
Mr.doob 已提交
2050

M
Mr.doob 已提交
2051
	function refreshUniformsPoints( uniforms, material ) {
M
Mr.doob 已提交
2052

2053
		uniforms.diffuse.value = material.color;
M
Mr.doob 已提交
2054
		uniforms.opacity.value = material.opacity;
2055
		uniforms.size.value = material.size * _pixelRatio;
2056
		uniforms.scale.value = _height * 0.5;
M
Mr.doob 已提交
2057 2058 2059

		uniforms.map.value = material.map;

2060 2061
		if ( material.map !== null ) {

W
WestLangley 已提交
2062
			if ( material.map.matrixAutoUpdate === true ) {
2063

W
WestLangley 已提交
2064
				material.map.updateMatrix();
W
WestLangley 已提交
2065 2066

			}
2067

2068
			uniforms.uvTransform.value.copy( material.map.matrix );
2069 2070 2071

		}

2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092
	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;
		uniforms.map.value = material.map;

		if ( material.map !== null ) {

			if ( material.map.matrixAutoUpdate === true ) {

				material.map.updateMatrix();

			}

			uniforms.uvTransform.value.copy( material.map.matrix );

		}

M
Mr.doob 已提交
2093
	}
M
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2094

M
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2095
	function refreshUniformsFog( uniforms, fog ) {
M
Mr.doob 已提交
2096 2097 2098

		uniforms.fogColor.value = fog.color;

2099
		if ( fog.isFog ) {
M
Mr.doob 已提交
2100 2101 2102 2103

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

2104
		} else if ( fog.isFogExp2 ) {
M
Mr.doob 已提交
2105 2106 2107 2108 2109

			uniforms.fogDensity.value = fog.density;

		}

M
Mr.doob 已提交
2110
	}
M
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2111

M
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2112
	function refreshUniformsLambert( uniforms, material ) {
2113 2114 2115 2116 2117 2118 2119 2120 2121

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

	}

M
Mr.doob 已提交
2122
	function refreshUniformsPhong( uniforms, material ) {
M
Mr.doob 已提交
2123

2124
		uniforms.specular.value = material.specular;
M
Mr.doob 已提交
2125
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
M
Mr.doob 已提交
2126

2127
		if ( material.emissiveMap ) {
2128

2129
			uniforms.emissiveMap.value = material.emissiveMap;
2130

2131
		}
M
Mr.doob 已提交
2132

2133 2134 2135 2136
		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2137
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
M
Mr.doob 已提交
2138

2139
		}
M
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2140

2141 2142 2143 2144
		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2145
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2146 2147

		}
M
Mr.doob 已提交
2148

2149 2150 2151 2152 2153
		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;
2154

2155
		}
2156

T
Takahiro 已提交
2157 2158 2159 2160 2161 2162
	}

	function refreshUniformsToon( uniforms, material ) {

		refreshUniformsPhong( uniforms, material );

T
Takahiro 已提交
2163
		if ( material.gradientMap ) {
T
Takahiro 已提交
2164

T
Takahiro 已提交
2165
			uniforms.gradientMap.value = material.gradientMap;
T
Takahiro 已提交
2166 2167 2168

		}

2169 2170
	}

M
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2171
	function refreshUniformsStandard( uniforms, material ) {
W
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2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197

		uniforms.roughness.value = material.roughness;
		uniforms.metalness.value = material.metalness;

		if ( material.roughnessMap ) {

			uniforms.roughnessMap.value = material.roughnessMap;

		}

		if ( material.metalnessMap ) {

			uniforms.metalnessMap.value = material.metalnessMap;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2198
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
W
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2199 2200 2201 2202 2203 2204 2205

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2206
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
W
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2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		if ( material.envMap ) {

			//uniforms.envMap.value = material.envMap; // part of uniforms common
			uniforms.envMapIntensity.value = material.envMapIntensity;

		}

	}

M
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2227
	function refreshUniformsPhysical( uniforms, material ) {
W
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2228

2229 2230 2231 2232
		refreshUniformsStandard( uniforms, material );

		uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common

2233 2234 2235
		uniforms.clearCoat.value = material.clearCoat;
		uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

W
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2236 2237
	}

W
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2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271
	function refreshUniformsMatcap( uniforms, material ) {

		if ( material.matcap ) {

			uniforms.matcap.value = material.matcap;

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

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2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299
	function refreshUniformsDepth( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

	function refreshUniformsDistance( uniforms, material ) {

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		uniforms.referencePosition.value.copy( material.referencePosition );
		uniforms.nearDistance.value = material.nearDistance;
		uniforms.farDistance.value = material.farDistance;

	}

2300 2301 2302 2303 2304 2305
	function refreshUniformsNormal( uniforms, material ) {

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;
2306
			if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
2307 2308 2309 2310 2311 2312 2313

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );
2314
			if ( material.side === BackSide ) uniforms.normalScale.value.negate();
2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;
			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

	}

2328 2329
	// If uniforms are marked as clean, they don't need to be loaded to the GPU.

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Mr.doob 已提交
2330
	function markUniformsLightsNeedsUpdate( uniforms, value ) {
2331

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Mr.doob 已提交
2332
		uniforms.ambientLightColor.needsUpdate = value;
2333

B
Ben Houston 已提交
2334 2335 2336
		uniforms.directionalLights.needsUpdate = value;
		uniforms.pointLights.needsUpdate = value;
		uniforms.spotLights.needsUpdate = value;
2337
		uniforms.rectAreaLights.needsUpdate = value;
B
Ben Houston 已提交
2338
		uniforms.hemisphereLights.needsUpdate = value;
2339

M
Mr.doob 已提交
2340
	}
2341

M
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2342 2343
	// Textures

T
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2344 2345 2346 2347 2348 2349
	function allocTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= capabilities.maxTextures ) {

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2350
			console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
T
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2351 2352 2353 2354 2355 2356 2357 2358 2359

		}

		_usedTextureUnits += 1;

		return textureUnit;

	}

2360
	this.allocTextureUnit = allocTextureUnit;
T
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2361

2362
	// this.setTexture2D = setTexture2D;
M
Mr.doob 已提交
2363
	this.setTexture2D = ( function () {
T
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2364

2365
		var warned = false;
T
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2366

2367
		// backwards compatibility: peel texture.texture
W
WestLangley 已提交
2368
		return function setTexture2D( texture, slot ) {
T
tschw 已提交
2369

T
Takahiro 已提交
2370
			if ( texture && texture.isWebGLRenderTarget ) {
T
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2371

2372
				if ( ! warned ) {
T
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2373

2374 2375
					console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
					warned = true;
T
tschw 已提交
2376

2377
				}
T
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2378

2379
				texture = texture.texture;
T
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2380

2381
			}
T
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2382

2383
			textures.setTexture2D( texture, slot );
T
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2384

2385
		};
T
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2386

2387
	}() );
T
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2388

A
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2389
	this.setTexture3D = ( function () {
A
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2390

A
artur.trzesiok 已提交
2391 2392
		// backwards compatibility: peel texture.texture
		return function setTexture3D( texture, slot ) {
A
artur.trzesiok 已提交
2393

A
artur.trzesiok 已提交
2394 2395 2396 2397 2398
			textures.setTexture3D( texture, slot );

		};

	}() );
A
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2399

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Mr.doob 已提交
2400
	this.setTexture = ( function () {
2401 2402 2403

		var warned = false;

W
WestLangley 已提交
2404
		return function setTexture( texture, slot ) {
2405 2406 2407 2408 2409 2410 2411 2412

			if ( ! warned ) {

				console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
				warned = true;

			}

2413
			textures.setTexture2D( texture, slot );
2414 2415 2416 2417 2418

		};

	}() );

M
Mr.doob 已提交
2419
	this.setTextureCube = ( function () {
2420 2421 2422

		var warned = false;

W
WestLangley 已提交
2423
		return function setTextureCube( texture, slot ) {
2424 2425

			// backwards compatibility: peel texture.texture
T
Takahiro 已提交
2426
			if ( texture && texture.isWebGLRenderTargetCube ) {
2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440

				if ( ! warned ) {

					console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
					warned = true;

				}

				texture = texture.texture;

			}

			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
			// TODO: unify these code paths
T
Takahiro 已提交
2441
			if ( ( texture && texture.isCubeTexture ) ||
2442
				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
2443 2444 2445 2446

				// CompressedTexture can have Array in image :/

				// this function alone should take care of cube textures
2447
				textures.setTextureCube( texture, slot );
2448 2449 2450 2451 2452

			} else {

				// assumed: texture property of THREE.WebGLRenderTargetCube

2453
				textures.setTextureCubeDynamic( texture, slot );
2454 2455 2456 2457 2458 2459

			}

		};

	}() );
T
tschw 已提交
2460

2461 2462 2463 2464 2465 2466 2467 2468
	//

	this.setFramebuffer = function ( value ) {

		_framebuffer = value;

	};

2469
	this.getRenderTarget = function () {
2470 2471 2472

		return _currentRenderTarget;

M
Michael Herzog 已提交
2473
	};
2474

2475
	this.setRenderTarget = function ( renderTarget ) {
M
Mr.doob 已提交
2476

2477 2478
		_currentRenderTarget = renderTarget;

2479
		if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
M
Mr.doob 已提交
2480

2481
			textures.setupRenderTarget( renderTarget );
M
Mr.doob 已提交
2482 2483 2484

		}

2485
		var framebuffer = _framebuffer;
M
Mr.doob 已提交
2486
		var isCube = false;
M
Mr.doob 已提交
2487 2488 2489

		if ( renderTarget ) {

M
Mr.doob 已提交
2490
			var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
F
Fordy 已提交
2491

M
Mr.doob 已提交
2492
			if ( renderTarget.isWebGLRenderTargetCube ) {
M
Mr.doob 已提交
2493

M
Mr.doob 已提交
2494
				framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ];
M
Mr.doob 已提交
2495
				isCube = true;
M
Mr.doob 已提交
2496 2497 2498

			} else {

M
Mr.doob 已提交
2499
				framebuffer = __webglFramebuffer;
M
Mr.doob 已提交
2500 2501 2502

			}

M
Mr.doob 已提交
2503
			_currentViewport.copy( renderTarget.viewport );
2504 2505
			_currentScissor.copy( renderTarget.scissor );
			_currentScissorTest = renderTarget.scissorTest;
2506

M
Mr.doob 已提交
2507 2508
		} else {

M
Mr.doob 已提交
2509
			_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
2510
			_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
2511
			_currentScissorTest = _scissorTest;
2512

M
Mr.doob 已提交
2513 2514
		}

M
Mr.doob 已提交
2515
		if ( _currentFramebuffer !== framebuffer ) {
M
Mr.doob 已提交
2516 2517 2518 2519 2520 2521

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_currentFramebuffer = framebuffer;

		}

M
Mr.doob 已提交
2522
		state.viewport( _currentViewport );
2523 2524
		state.scissor( _currentScissor );
		state.setScissorTest( _currentScissorTest );
2525

M
Mr.doob 已提交
2526 2527 2528
		if ( isCube ) {

			var textureProperties = properties.get( renderTarget.texture );
2529
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );
M
Mr.doob 已提交
2530 2531 2532

		}

M
Mr.doob 已提交
2533 2534
	};

M
Mr.doob 已提交
2535
	this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
2536

0
06wj 已提交
2537
		if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
2538

2539
			console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
G
gero3 已提交
2540
			return;
2541

G
gero3 已提交
2542
		}
2543

M
Mr.doob 已提交
2544
		var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
2545

M
Mr.doob 已提交
2546
		if ( framebuffer ) {
2547

G
gero3 已提交
2548
			var restore = false;
2549

M
Mr.doob 已提交
2550
			if ( framebuffer !== _currentFramebuffer ) {
2551

M
Mr.doob 已提交
2552
				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
2553

G
gero3 已提交
2554
				restore = true;
2555

G
gero3 已提交
2556
			}
2557

M
Mr.doob 已提交
2558
			try {
2559

M
Mr.doob 已提交
2560
				var texture = renderTarget.texture;
M
Mr.doob 已提交
2561 2562
				var textureFormat = texture.format;
				var textureType = texture.type;
2563

2564
				if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
2565

M
Mr.doob 已提交
2566 2567
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
					return;
2568

M
Mr.doob 已提交
2569
				}
2570

2571
				if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
T
Takahiro 已提交
2572 2573
					! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
					! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
2574

M
Mr.doob 已提交
2575 2576
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
					return;
2577

M
Mr.doob 已提交
2578
				}
2579

M
Mr.doob 已提交
2580
				if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
2581

2582 2583
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

2584
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
2585

2586
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
2587 2588

					}
2589

M
Mr.doob 已提交
2590
				} else {
M
Mr.doob 已提交
2591

M
Mr.doob 已提交
2592 2593 2594
					console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

				}
M
Mr.doob 已提交
2595

M
Mr.doob 已提交
2596
			} finally {
M
Mr.doob 已提交
2597

M
Mr.doob 已提交
2598 2599 2600
				if ( restore ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
M
Mr.doob 已提交
2601

M
Mr.doob 已提交
2602 2603 2604
				}

			}
M
Mr.doob 已提交
2605 2606 2607

		}

M
Mr.doob 已提交
2608 2609
	};

2610
	this.copyFramebufferToTexture = function ( position, texture, level ) {
2611 2612 2613

		var width = texture.image.width;
		var height = texture.image.height;
2614
		var glFormat = utils.convert( texture.format );
2615 2616 2617

		this.setTexture2D( texture, 0 );

2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630
		_gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 );

	};

	this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {

		var width = srcTexture.image.width;
		var height = srcTexture.image.height;
		var glFormat = utils.convert( dstTexture.format );
		var glType = utils.convert( dstTexture.type );

		this.setTexture2D( dstTexture, 0 );

2631 2632 2633 2634 2635 2636 2637 2638 2639
		if ( srcTexture.isDataTexture ) {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

		} else {

			_gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );

		}
2640 2641 2642

	};

M
Mr.doob 已提交
2643
}
R
Rich Harris 已提交
2644

T
Tristan VALCKE 已提交
2645

2646
export { WebGLRenderer };